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CR 1-3 Genies
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<blockquote data-quote="Kafkonia" data-source="post: 3014196" data-attributes="member: 40261"><p><strong>Genie, Muse</strong></p><p></p><p>First draft. I reverse-engineered this from the janni, the weakest D&D genie in 3.5. I scaled the HD back by 4 (which should be a reduction of CR by 2, since an increase of HD by 4 would be an increase of CR by 2.) I fiddled with the SLAs and resistance, and replaced Change Shape with a variant Inspire Competence.</p><p></p><p><span style="font-size: 12px"><strong>Genie, Muse</strong></span></p><p><strong>Medium Outsider (Native)</strong></p><p><strong>Hit Dice:</strong> 2d8+2 (11 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed:</strong> 30 ft., fly 20 ft. (perfect)</p><p><strong>Armor Class:</strong> 13 (+2 Dex, +1 natural), touch 12, flat-footed 11</p><p><strong>Base Attack/Grapple:</strong> +2/+4</p><p><strong>Attack:</strong> Light mace +4 melee (1d6+2/20) or longbow +4 ranged (1d8/×3)</p><p><strong>Full Attack:</strong> Light mace +4 melee (1d6+2/20) or longbow +4 ranged (1d8/×3)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., elemental endurance, <em>inspire</em>, <em>plane shift</em>, resistance to electricity 10, telepathy 100 ft.</p><p><strong>Saves:</strong> Fort +4, Ref +5, Will +4</p><p><strong>Abilities:</strong> Str 15, Dex 15, Con 12, Int 14, Wis 13, Cha 15</p><p><strong>Skills:</strong> Appraise +9, Bluff +7, Craft (any one) OR Perform (any one) +7, Decipher Script +9, Diplomacy +9, Disguise +7 (+9 when the muse knows she is being observed in character), Knowledge: Arcana +7, Knowledge: Architecture +7, Knowledge: History +7</p><p><strong>Feats:</strong> Diligent, Improved Initiative(B)</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary, band (2-5), or troupe (6-15)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always chaotic</p><p><strong>Advancement:</strong> 3-4 HD (Medium); 5-6 HD (Large)</p><p><strong>Level Adjustment:</strong> +5</p><p></p><p>Known for their special interest in creativity, muses are weaker siblings to their fellow native genies, the jann. A muse will often take a keen interest in the life and works of a single individual, sometimes using her <em>invisibility</em> and <em>ethereal jaunt</em> abilities to observe and assist her charge without ever revealing herself.</p><p></p><p>Muses speak Common and any two other languages.</p><p></p><p><strong>Combat</strong></p><p></p><p>Although physically capable, muses eschew combat if at all possible, preferring to make art, not war. If unable to avoid battle, however, a muse will fight with a savage fury.</p><p></p><p><strong>Inspire (Su)</strong></p><p>Twice per day, a muse can inspire an ally to greater heights of creativity. For two minutes per use, the muse grants her ally a +2 competence bonus to any Craft or Perform skill made during that time. The muse must be within 30 ft and able to see her ally. This is a mind-affecting abilitiy that does not affect other muses.</p><p></p><p><strong>Spell-Like Abilities</strong></p><p>3/day—<em>invisibility</em> (self only), <em>glibness</em>. Caster level 12th. Once per day a muse can cast <em>secret page</em> (caster level 5th), and can use <em>ethereal jaunt</em> (caster level 13th) for 1 hour. The save DCs are Charisma-based.</p><p></p><p><strong>Elemental Endurance (Ex)</strong></p><p>Muses can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a muse to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane. </p><p>----</p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Kafkonia, post: 3014196, member: 40261"] [b]Genie, Muse[/b] First draft. I reverse-engineered this from the janni, the weakest D&D genie in 3.5. I scaled the HD back by 4 (which should be a reduction of CR by 2, since an increase of HD by 4 would be an increase of CR by 2.) I fiddled with the SLAs and resistance, and replaced Change Shape with a variant Inspire Competence. [SIZE=3][B]Genie, Muse[/B][/SIZE] [B]Medium Outsider (Native)[/B] [B]Hit Dice:[/B] 2d8+2 (11 hp) [B]Initiative:[/B] +6 [B]Speed:[/B] 30 ft., fly 20 ft. (perfect) [B]Armor Class:[/B] 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 [B]Base Attack/Grapple:[/B] +2/+4 [B]Attack:[/B] Light mace +4 melee (1d6+2/20) or longbow +4 ranged (1d8/×3) [B]Full Attack:[/B] Light mace +4 melee (1d6+2/20) or longbow +4 ranged (1d8/×3) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Spell-like abilities [B]Special Qualities:[/B] Darkvision 60 ft., elemental endurance, [I]inspire[/I], [I]plane shift[/I], resistance to electricity 10, telepathy 100 ft. [B]Saves:[/B] Fort +4, Ref +5, Will +4 [B]Abilities:[/B] Str 15, Dex 15, Con 12, Int 14, Wis 13, Cha 15 [B]Skills:[/B] Appraise +9, Bluff +7, Craft (any one) OR Perform (any one) +7, Decipher Script +9, Diplomacy +9, Disguise +7 (+9 when the muse knows she is being observed in character), Knowledge: Arcana +7, Knowledge: Architecture +7, Knowledge: History +7 [B]Feats:[/B] Diligent, Improved Initiative(B) [B]Environment:[/B] Any [B]Organization:[/B] Solitary, band (2-5), or troupe (6-15) [B]Challenge Rating:[/B] 2 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always chaotic [B]Advancement:[/B] 3-4 HD (Medium); 5-6 HD (Large) [B]Level Adjustment:[/B] +5 Known for their special interest in creativity, muses are weaker siblings to their fellow native genies, the jann. A muse will often take a keen interest in the life and works of a single individual, sometimes using her [I]invisibility[/I] and [I]ethereal jaunt[/I] abilities to observe and assist her charge without ever revealing herself. Muses speak Common and any two other languages. [B]Combat[/B] Although physically capable, muses eschew combat if at all possible, preferring to make art, not war. If unable to avoid battle, however, a muse will fight with a savage fury. [B]Inspire (Su)[/B] Twice per day, a muse can inspire an ally to greater heights of creativity. For two minutes per use, the muse grants her ally a +2 competence bonus to any Craft or Perform skill made during that time. The muse must be within 30 ft and able to see her ally. This is a mind-affecting abilitiy that does not affect other muses. [B]Spell-Like Abilities[/B] 3/day—[I]invisibility[/I] (self only), [I]glibness[/I]. Caster level 12th. Once per day a muse can cast [I]secret page[/I] (caster level 5th), and can use [I]ethereal jaunt[/I] (caster level 13th) for 1 hour. The save DCs are Charisma-based. [B]Elemental Endurance (Ex)[/B] Muses can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a muse to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane. ---- Thoughts? [/QUOTE]
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